Fix for when IKs aren't used.
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2 changed files with 2 additions and 1 deletions
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@ -480,6 +480,7 @@ void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Q
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if ( m_pIk )
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{
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CIKContext auto_ik;
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m_iIKCounter++;
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auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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}
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@ -2011,7 +2011,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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Vector adjOrigin = GetAbsOrigin() + Vector( 0, 0, m_flEstIkOffset );
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// NOTE: For model scaling, we need to opt out of IK because it will mark the bones as already being calculated
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if ( !IsModelScaled() )
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if ( !IsModelScaled() && m_bUseIks )
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{
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// only allocate an ik block if the npc can use it
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if ( !m_pIk && pStudioHdr->numikchains() > 0 )
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